Impressions: Pathfinder Core Rulebook
There are a number of ways I could review the Pathfinder Core Rulebook. I could tell you that it’s basically just 3.5 with a bunch of things fixed, updated and refined, and refer you to the free conversion guide at Paizo.com to see what those changes are. I could tell you that it’s a 600 page book that could be used to beat someone half to death without scratching the finish. I could opine that even though it’s $50, it’s a relative bargain because it’s basically the Player’s Handbook and Dungeon Master’s Guide in one volume. I could tell you that the layout follows 3.5 standards and the art is gorgeous.
Is that really telling you anything?
Here’s the bottom line: however you felt about 3.5 is probably how you’re going to feel about Pathfinder. If you loved 3.5, you’ll love this. If you hated 3.5, you’ll find this more of same. If you were on the fence, this might tip you one way or the other, depending upon whether the changes address the bits you didn’t like or not. If you’re new to roleplaying, well, it’s an alternative to the other big fantasy game out there. That is not a dis; it’s an option that allows people with different tastes and styles of play to go with the game they prefer.
I like Pathfinder, because I liked the 3.5 system. Warts and all, I played it for a few years and had fun with it, and that’s what matters. I know that it was ushered in with great hoopla and fanfare and being treated like a big deal, and on some level it is. To me, the release of Pathfinder is more like a quiet moment of zen, accompanied by a feeling of safety and security, because tradition is being preserved and a good game system has been saved from the used bookstore of history.
Want to learn more about the Pathfinder RPG?
- Atomic Array: Pathfinder RPG (Atomic Array 029)
- Pen & Paper Games: Final Rules Review
- Atomic Array: Pathfinder (Atomic Array 011)
Drop by Paizo Publishing today!
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